Enhancing intimidate checks with spells


Rules Questions


Zelthrek watched as the troglodytes collapsed to the floor, twitching with the remains of the bolt of electricity he had just blasted through them. Raising his hand, sparks of electricity arc between his fingers, casting shadows across the cave.

"Kneel."

The remaining troglodytes looked first at each other, then uncertainly at the half dozen bodies of their fallen companions, their clubs still raised.

"KNEEL!"

One by one, they each complied.

Using the threat of magical power, and demonstrating that power to prove your point, is spell caster intimidate 101. Unfortunately, as I currently understand the rules, intimidate is a standard action and thus precludes any spell casting to enhance it, like Zelthrek making use of a shocking grasp spell.

Is there some way of using magic to intimidate opponents, and how large is the bonus from doing so?


By my knowledge it is simply up to gm discretion as to whether or not to give you any kind of bonus at all.

For example if magic is very rare in the world then it may frighten them, but simply being magical doesnt make you more intimidating.

But spells that explicitly help in this regard would be: Cause fear (http://www.d20pfsrd.com/magic/all-spells/c/cause-fear/) for example.


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Missing from the intimidate DC is any consideration of apparent relative power.

The DC to intimidate a 5 HD creature with a Wisdom of 12 is 16.

Are you an unarmed gnome with a broken leg? 16.
A plate clad warrior with a flaming greatsword? 16.
A twenty foot tall giant? 16.
A wizard who just cast power word kill on his buddy? 16.
Cthulhu? 16.

The system doesn't care how powerful you are, it only cares how many resources you've put into the intimidate skill. This isn't ideal. Various "solutions" suggest themselves.

Ad Hoc DC: The GM assigns a DC based on how much of a threat you seem. You just killed a bunch of their friends? Very low DC. You're some chump with a non-masterwork sword and they're a Pit Fiend? Very high DC. Etc...

Ad Hoc Modifiers: Set the DC as normal but give a +whatever the GM feels like as a circumstance bonus.

Crunchy modifiers: Give a bonus equal to the level of spell to the check. Or the level x1.5 or squared or whatever.

I tend toward ad hoc DCs myself. Social situations are too complex and varied to be satisfyingly modeled with particularly precise rules.


Unfortunately, Intimidate in general doesn't seem to synergize well with other scary things (not just spells) unless you pay for it in feat taxes.

Ninja'd


The other thing to consider here is action economy, does anybody have input on that as well?


Paragon Surge for Skill Focus (Intimidate)


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Blistering Invective wrote:
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.

Great spell, but you'll have to have a decent intimidate check, so boost it up thus.

Enlarge Person, Eagle's Splendor, Tap Inner Beauty,

And a quick search on Archives popped up these good ones as well:

Bloody Tears and Jagged Smile, Chastise, Face of the Devoured, Focused Scrutiny, Eaglesoul, Pain Strike.

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